Here are the new changes to test as of 6/6/11:
Modified spell list and spells:AeromancerLevel 0:Sonic Blast
Level 1:Call Lightning*, Lightning Bolt
Level 2:Arc of Lightning, Cacophonic Burst, Call Lightning Storm*, Chain Lightning, Resonating Bolt, Shatterfloor
Level 3:Defenestrating Sphere, Orb of Sound
Level 5:Lightning Ring
Call Lightning/Call Lightning StormFiring additional bolts beyond the first is a swift action. You can only fire one bolt per round. Bolts do 1d6 damage per caster level, capped at 3d6 for Call Lightning and 5d6 for Call Lightning Storm (or d10s in the proper conditions).
GeomancerLevel 0:Hail of Stone
Level 2:Shatterfloor
HydromancerLevel 0:Ice Dagger
Level 1:Ice Knife*
Level 3:Icelance*, Orb of Acid
Ice KnifeMedium range, 1d8 damage per odd CL (capped at 5d8), Dex penalty and not damage.
IcelanceIncrease damage to 1d6 per caster level, cap 15d6.
PyromancerLevel 0:Burning Hands
Level 1:Fireball, Fireburst
Level 2:Blast of Flame, Flaming Sphere*
Level 3:Delayed Blast Fireball, Firebrand, Greater Firebusrt, Orb of Fire, Wall of Fire
Level 4:Flame Whips*
Level 6:Fire Spiders*
Level 8:Meteor Swarm
Fire SpidersIncrease damage to 6d6. Redirecting spiders is a swift action instead of a move action.
Flame WhipsIncrease damage to 1d6 per caster level, capped at 15d6.
Flaming SphereIncrease damage to half caster level, round up, capped at 5d6. Redirect sphere is a swift action instead of a move action.
Modified GeomancerThe Geomancer Hit Die: d10Level Base Fort Ref Will Special
Attack Save Save Save
Bonus
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1 +0 +0 +0 +2 Armored mage, close to earth, stonecraft
2 +1 +0 +0 +3 Damage reduction 2/adamantine
3 +2 +1 +1 +3 Stone Enhancement
4 +3 +1 +1 +4 Advanced learning
5 +3 +1 +1 +4 Familiar, elemental body
6 +4 +2 +2 +5 Damage reduction 4/adamantine
7 +5 +2 +2 +5 Burrow (earth, 10ft)
8 +6/+1 +2 +2 +6 Advanced learning
9 +6/+1 +3 +3 +6 Adaptive mineral
10 +7/+2 +3 +3 +7 Damage reduction 6/adamantine, elemental body
11 +8/+3 +3 +3 +7 Sudden Stalagmite
12 +9/+4 +4 +4 +8 Advanced learning
13 +9/+4 +4 +4 +8 Burrow (stone, full speed)
14 +10/+5 +4 +4 +9 Damage reduction 8/adamantine
15 +11/+6/+1 +5 +5 +9 Elemental body
16 +12/+7/+2 +5 +5 +10 Advanced learning
17 +12/+7/+2 +5 +5 +10 Earth glide
18 +13/+8/+3 +6 +6 +11 Damage reduction 10/adamantine
19 +14/+9/+4 +6 +6 +11
20 +15/+10/+5 +6 +6 +12 Advanced learning
Spells per Day:Class Skills (4 + Int modifier per level, x4 at 1st level): Climb, Concentration, Craft, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (the planes), Listen, Profession, Search, Spellcraft.
Class FeaturesYour class features focus on advancing your connection to the element of earth.
Weapon and Armor Proficiency: Geomancers are proficient with all simple weapons plus the light and heavy pick, and with all martial bludgeoning weapons. Geomancers are proficient with light, medium, and heavy armor, as well as shields (except tower shields).
Spells: A geomancer casts arcane spells which are drawn from the spell list below. He can cast any spell he knows without preparing it ahead of time. To cast a spell of a given level, the geomancer must have a Constitution score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a geomancer's spell is 10 + the spell level + the geomancer's Constitution modifier.
Like other spellcasters, a geomancer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the Spells per Day table, above. In addition, he receives bonus spells per day if he has a high Constitution score.
Armored Mage (Ex): A geomancer can cast arcane spells in any armor or shield with which he is proficient without risking arcane spell failure. This only applies to spells granted by the geomancer class.
Close to Earth (Ex): The geomancer is attuned to the earth, and he heals faster when in contact with it. When standing on solid earth or stone, the geomancer gains fast healing 1. His fast healing improves by one point per round at 5th level and every five levels thereafter.
A multiclassed geomancer loses this ability unless he has at least four geomancer class levels. If a multiclassed geomancer later increases his class level to four or higher, he regains this ability.
Stonecraft (Ex): The geomancer gains a +4 competence bonus on all Appraise and Craft checks involving stone (including precious stones) and metal. In addition, he is treated as having the Trapfinding ability or a rogue for purposes of finding traps made of stone, or set inside of stone (including stone doors, chests, floors, and other such objects). He may use Knowledge(dungeoneering) in place of Disable Device to remove such traps.
Damage Reduction (Ex): Starting at 2nd level, the geomancer gains damage reduction overcome by adamantine weapons. At first level, he gains DR 2/adamantine. This damage reduction improves by two points each four levels thereafter, to a maximum of DR 10/adamantine at 18th level.
Stone Enhancement (Su): Starting at 3rd level, the geomancer can use his magical power to enhance his combat ability. He may expend a spell slot as a swift action to increase the damage dealt by any melee or ranged weapon made of stone he wields by 1d6 points per spell level of the slot spent. This damage ignores all damage reduction and any hardness below 20. These attacks gain a competence bonus to hit equal to the level of the spell slot spent.
These effects last for one minute per spell level of the slot spent.
Advanced Learning (Ex): at 4th level, and every four levels thereafter, a geomancer can learn a new spell, adding it permanently to his spell list. The spell must be from a 9-level spell list with either the [acid] or [earth] descriptor and it must be of a level the geomancer can currently cast. Once this spell is picked, it cannot be changed. This spell is treated as an arcane spell, regardless of the list is is normally found on.
Alternately, the geomancer can pick any reserve feat or fighter feat for which he meets the prerequisites.
Familiar (Ex): At 5th level, the geomancer can get a small earth elemental as a familiar. The earth elemental behaves as a familiar, as described under the sorcerer and wizard classes, except that it does not require gold to summon and the geomancer loses no experience if the familiar dies or is dismissed. A new familiar can be summoned within 24 hours.
Elemental Body (Ex):Burrow (Ex): At 7th level, the geomancer can burrow through soft earth at a speed of ten feet per round. At 13th level, the geomancer can burrow at his base land speed, and he can burrow though stone, as well.
Adaptive Mineral (Ex): At 9th level, a geomancer may treat any weapon primarily made of stone that he wields as silver, cold iron, and adamantine for purposes of overcoming damage reduction or regeneration.
Sudden Stalagmite (Sp): At 11th level, the geomancer can cast Sudden Stalagmite (See the Spell Compendium) as a spell-like ability, at will.
Earth Glide (Ex): At 17th level, the geomancer can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. His burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A Move Earth spell cast on an area containing a burrowing geomancer flings him back 30 feet, stunning him for 1 round unless he succeeds on a DC 15 Fortitude save.
Geomancer Spell ListLevel 0: Detect Earth
*, Detect Magic, Hail of Stone
SC *, Mending, Prestidigitation, Read Magic, Resistance, Virtue
Level 1: Fist of Stone
SC, Foundation of Stone
SC, Ironguts
SC, Magic Stone, Sandblast
SC, Shield
Level 2:SC, Earthfast
SC, Earthen Grace
SC, Earthen Grasp
SC, Earth Lock
SC, Heat Metal, Protection from Arrows, Soften Earth and Stone
Level 3: Avoid Planar Effects
SC, E, Bands of Steel
SC, Dispel Magic, Earthbolt
CA, Eradicate Earth
SCSC, Meld into Stone, Shatterfloor
SC, Spike Growth, Stone Shape, Summon Monster III
E, Tremorsense
SCLevel 4: Metal Melt
SC, Stoneskin, Stone Sphere
SC, Sudden Stalagmite
SC, Summon Monster IV
E, Wall of Sand
SCLevel 5: Earth Reaver
SC, Indomitablity
SC, Lesser Ironguard
SC, Passwall, Planar Tolerance
SC,E, Plane Shift
E, Summon Monster V
E, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Stone, Xorn Movement
SCLevel 6: Flesh to Stone, Genjump
SC, Greater Dispel Magic, Move Earth, Stone Body
SC, Stone Tell, Stone to Flesh, Summon Monster VI
E, Tunnel Swallow
SC, Wall of Gears
SC, Wall of Iron
New Geomancer SpellsDetect Earth:Level 1
As Detect Animals and Plants, except you detect stone, metals, and minerals in the area, mundane or magical.
1st roundPresence or absence of unworked stone, metal, and minerals.
2nd roundNumber of deposits or objects detected in the area.
3rd roundHail of Stone:Level 0
Increase damage to 1d6 per caster level.